Age | Commit message (Collapse) | Author |
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The coordinates need to be computed after we've got the hw lock.
Code updated to:
1. Ignore all/x/y/width/height/ params passed to Clear func.
2. Pass 0,0,0,0,0 to _swrast_Clear() until they're totally removed.
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Main driver impacts:
- new code for creating the Mesa GLframebuffer
- new span/pixel read/write code
Some drivers not yet updated/tested.
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set. Otherwise the 3D engine may still be using a texture that is
being overwritten. In order to minimize the cost of waiting, timestamp
textures only when needed: when a texture image changes, when a
different texture is bound to a texture unit or when a texture unit is
disabled. (Used to be after flushing every command buffer.)
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ahead of the CPU for more parallelism of CPU and GPU. Unfortunately
there seems to be some broken hardware (like my ProSavageDDR) on which
status register updates are delayed sometimes. This leads to very
jerky animation if the hardware can buffer more than the current
frame. A new option "sync_frames" can be used as a remedy on such
broken hardware.
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new DRM version 2.4 and command DMA.
- Flush less.
- Bumped the driver date.
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heap aging, similar to the way it's done in the i810 and i855 drivers.
This avoids idling the engine on every texture upload.
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- Flush buffered primitives before changing scissors.
- Require Savage DRM version 2.1.0, so that the broken single-cliprect
code can finally rest in peace.
- Removed some more dead code.
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* Remove some unused (mostly empty) functions
* Added context parameter to WAIT_IDLE_EMPTY[_LOCKED] for consistency
* Added debug messages to WAIT_IDLE_EMPTY[_LOCKED]
* Don't flush empty command buffers
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Savage DRM version 2.2.0. Otherwise the render stage is disabled.
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hardware. By also reversing the depth range this can compensate the loss
of accuracy of far objects caused by the projective transformation.
Software fallbacks work but are slightly slower since floats in a custom
(non IEEE) format have to be encoded and decoded. I havn't done anything
about polygon offsets yet. There doesn't seem to be an easy way do get
it right except making the offset unit as big as the lowest resolution
of depth values. For now float depth is disabled by default but can be
enabled through driconf (though I have seen only positive effects so
far).
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driver. It uses the new DRM version 2.0.x now, which has just been
committed to DRM CVS.
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points and lines.
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commands, no vertex DMA.
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A bit more cosmetics.
Improved state emit on Savage 3D/IX/MX.
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in another small speedup. Fixed a problem that was masked by that
WAIT_IDLE_EMPTY:
- flush command buffer and WAIT_IDLE_EMPTY before uploading textures
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which registers changed in all the functions that change the state. Instead
check which registers changed in the end when the hardware state is updated.
Tried to avoid cosmetic (whitespace) changes in this commit.
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with modifications to make it work with current Mesa 6.
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